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Currently including `zh_CN` and `es` which both have very high completion ratios. Others will be added once they reach a significant percentage too. These RST files will be used by godot-docs in place of its `classes` folder after we sync with https://github.com/godotengine/godot-docs/pull/5458. The update workflow is manual for now (example for `zh_CN`): - Build `godotengine/godot` in the branch we currently track (now `3.x`) - Run `godot --doctool -l zh_CN` - Run `cd doc && make rst LANGARG=zh_CN` - Copy `doc/_build/rst/*` to `classes/zh_CN/` here - Make sure to have `classes/zh_CN/index.rst` copied from `docs/classes`
110 lines
4.7 KiB
ReStructuredText
110 lines
4.7 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the EditorInspector.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_EditorInspector:
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EditorInspector
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===============
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**Inherits:** :ref:`ScrollContainer<class_ScrollContainer>` **<** :ref:`Container<class_Container>` **<** :ref:`Control<class_Control>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Una pestaña que se utiliza para editar las propiedades del nodo seleccionado.
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Descripción
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----------------------
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The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as :ref:`Sprite<class_Sprite>` then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
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\ **Note:** This class shouldn't be instantiated directly. Instead, access the singleton using :ref:`EditorInterface.get_inspector<class_EditorInterface_method_get_inspector>`.
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Propiedades
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----------------------
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+-------------------------+---------------------------+--------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | scroll_horizontal_enabled | ``false`` (overrides :ref:`ScrollContainer<class_ScrollContainer_property_scroll_horizontal_enabled>`) |
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+-------------------------+---------------------------+--------------------------------------------------------------------------------------------------------+
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Métodos
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--------------
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+------+------------------------------------------------------------------+
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| void | :ref:`refresh<class_EditorInspector_method_refresh>` **(** **)** |
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+------+------------------------------------------------------------------+
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Señales
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--------------
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.. _class_EditorInspector_signal_object_id_selected:
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- **object_id_selected** **(** :ref:`int<class_int>` id **)**
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Emitido cuando se ha pulsado el botón de edición de un :ref:`Object<class_Object>` en el inspector. Esto se utiliza principalmente en el inspector de árbol de escena remota.
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----
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.. _class_EditorInspector_signal_property_edited:
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- **property_edited** **(** :ref:`String<class_String>` property **)**
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Emitido cuando una propiedad es editada en el inspector.
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----
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.. _class_EditorInspector_signal_property_keyed:
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- **property_keyed** **(** :ref:`String<class_String>` property **)**
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Emitido cuando una propiedad es puesta en clave por el inspector. Las propiedades pueden ser tecleadas haciendo clic en el icono "tecla" junto a una propiedad cuando el panel de animación se conmuta.
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----
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.. _class_EditorInspector_signal_property_selected:
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- **property_selected** **(** :ref:`String<class_String>` property **)**
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Emitido cuando una propiedad es seleccionada en el inspector.
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----
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.. _class_EditorInspector_signal_property_toggled:
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- **property_toggled** **(** :ref:`String<class_String>` property, :ref:`bool<class_bool>` checked **)**
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Emitido cuando una propiedad booleana se conmuta en el inspector.
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\ **Nota:** Esta señal nunca se emite si la propiedad interna ``autoclear`` está activada. Dado que esta propiedad siempre está activada en el inspector del editor, esta señal nunca es emitida por el propio editor.
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----
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.. _class_EditorInspector_signal_resource_selected:
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- **resource_selected** **(** :ref:`Object<class_Object>` res, :ref:`String<class_String>` prop **)**
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Emitido cuando se selecciona un recurso en el inspector.
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----
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.. _class_EditorInspector_signal_restart_requested:
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- **restart_requested** **(** **)**
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Emitido cuando una propiedad que requiere un reinicio para ser aplicada es editada en el inspector. Esto sólo se usa en los ajustes del proyecto y en los ajustes del editor.
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Descripciones de Métodos
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------------------------------------------------
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.. _class_EditorInspector_method_refresh:
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- void **refresh** **(** **)**
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Refresca al inspector.
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\ **Nota:** Para ahorrar recursos de la CPU, llamar a este método no hará nada si el tiempo especificado en el ajuste del editor ``docks/property_editor/auto_refresh_interval`` no ha pasado aún desde la última vez que se llamó a este método. (Por defecto, este intervalo está establecido en 0,3 segundos.)
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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